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Help me "get" Forged in the Dark.
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<blockquote data-quote="pemerton" data-source="post: 8683114" data-attributes="member: 42582"><p>I don't have experience with BitD (or other FitD systems) and so am only tentatively stepping into this discussion about <em>number of players and stress</em>. But my understanding of [USER=16814]@Ovinomancer[/USER]'s position is this: stress is a player-side resource, to be managed by the players; if there are two players and two PCs (and hence fewer stress boxes at the table than might be more typical), the onus is on the players to have regard to that in their play; this will include declaring actions that make sense for a two-person crew (like looking for jobs that two people can pull off; and pulling out when one of them is getting stressed); and that the mechanics and techniques of play, if properly followed by the GM, will make that approach by the players entirely feasible (ie there is no pre-established "the adventure" which the two PCs must complete before they extricate themselves into a recovery phase).</p><p></p><p>Ovinomancer, have I got your right(-ish)?</p><p></p><p>Also: I don't know if it's relevant that in Agon, Harper does discuss party size. He gives some advice for two-hero play. It's fairly generic, and from memory really speaks to players rather than GMs, who prepare islands just the same.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8683114, member: 42582"] I don't have experience with BitD (or other FitD systems) and so am only tentatively stepping into this discussion about [i]number of players and stress[/i]. But my understanding of [USER=16814]@Ovinomancer[/USER]'s position is this: stress is a player-side resource, to be managed by the players; if there are two players and two PCs (and hence fewer stress boxes at the table than might be more typical), the onus is on the players to have regard to that in their play; this will include declaring actions that make sense for a two-person crew (like looking for jobs that two people can pull off; and pulling out when one of them is getting stressed); and that the mechanics and techniques of play, if properly followed by the GM, will make that approach by the players entirely feasible (ie there is no pre-established "the adventure" which the two PCs must complete before they extricate themselves into a recovery phase). Ovinomancer, have I got your right(-ish)? Also: I don't know if it's relevant that in Agon, Harper does discuss party size. He gives some advice for two-hero play. It's fairly generic, and from memory really speaks to players rather than GMs, who prepare islands just the same. [/QUOTE]
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